[GS] Future Update?

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I'm confused by that:
legacy timeupdated: 1542740350 (November 20, 2018 – 18:59:10 UTC) › 1568226415 (September 11, 2019 – 18:26:55 UTC) (+7)

It looks like the "legacy" is used for save the state of game before start test next expansion.

You're right. I was mistaken. It does look like they are getting ready for something. They removed it from the launcher config and added GS to it.
 
(Responding to opening post)

I think firaxis will make a last push till they unleash the modding community and wrap up development of civ 6. Like 2-4 medium patches simular to the september patch. Or a third expansion followed by fixing the last couple of issues.
I`ve got no clue what is up as there was a poll/investigation asking what the community wanted next. I think firaxis will decide what to do based on this outcome by the fans.
In any case the state of civ 6 with the september patch is such that i personally find the game very enjoyable and could continue happely playing civ 6 for another half year without any content or hint at new content. Everything that comes next is a bonus.
Civ 6 has reached the point for me that i could sink a thousand hours into it.
 
I like the idea abstractly but i'm still trying to imagine what Big New Mechanic I would want stuffed in there. I can't think of any (though I'm sure the devs could come up with something) and all of the suggestions to shoehorn in some old mechanic from an old civ game sound like bad ideas to me.

Bring back Civ V Social Policies. i.e. keep the current Culture Tree (it's awesome), but also have Social Policies that unlock new and unique / new mid- and late-game Governors, Legacy Policy Cards, Government Buildings and Districts, Wonders and Modified Government Types. Late game, those Social Policies include Ideologies, which impact loyalty / tourism and how you earn Diplo Favour, and also now unlock unique Units, World Congress Resolutions, CBs and even Victory Conditions.

(I’ve said that elsewhere but could find it. Sorry if I’m repeating myself.)
 
I don't know about social policies - how many more bonuses does the game need? More and more ways to earn yields and GPP just makes the game fly by faster and faster.
 
It would be fun if different governments unlocked certain governors, but I don't want to see the return of permanent bonuses at all.
 
I don't know about social policies - how many more bonuses does the game need? More and more ways to earn yields and GPP just makes the game fly by faster and faster.

Fair call. I don’t think SPs would grant flat bonuses much - instead, just make new policy cards available along with additional governors etc. But there would also need to be maybe reallocating some existing cards and other benefits.

Anyway, not going to go down this rabbit hole too much - this isn’t the ideas and suggestions thread - but I’m sure it could be made to work.

It would be fun if different governments unlocked certain governors, but I don't want to see the return of permanent bonuses at all.

Fair enough.

But I think a few permanent bonuses would maybe help players feel like they’re personalising / shaping their civilization more. Currently, unless you found a Religion, the only point at which you permanently shape you Civilization is via your pantheon, which seems a bit limited to me.
 
I do think that there are many Policy card abilities which do not fit well as temporary abilities at all, such as any card that adds housing bonuses.
Why does all the housing disappear when the policy is gone? It just makes no sense. Housing should really only come in the form of permanent bonuses.
 
Aside from bringing Plagues into the main game, the thing I'd like to see is for them to go even deeper into City-State diplomacy. Bring back some of the better aspects of the Civ5 system-like City-States being antagonistic towards each other (& asking you to bully/attack the other City-State); having City-States that can start off, or even later become, antagonistic (if not outright hostile) towards you or any of the other major Civs (these kinds of City-States might start with Envoy numbers in the negative too); bring back bullying, protection & unit gifting as means of gaining or losing Envoys; bring back some of the competitive City-State Quests (be first to accumulate a certain amount of Culture over X turns for example); have City-State Quests that you can fail at or refuse to do-thus losing you Envoys; let each City-States build more types of buildings & districts-maybe even Wonders-to take their focus away from excessive Unit production); bring back more advanced versions of Fabricate a Scandal (Vote Rigging & Coups) to help make Envoy numbers even more dynamic.

Also, whilst on the subject, I'd like to see them do more with Barbarians. Maybe have long-term camps become more settled, to the point of becoming actual cities. Have the ability to engage in very limited diplomacy with them. Maybe bribe them to leave you alone, or bribe them to attack a neighbour instead.
 
You're right. I was mistaken. It does look like they are getting ready for something. They removed it from the launcher config and added GS to it.
Too early for the hype train to leave the station maybe but I am eagerly waiting on the platform...

Aside from bringing Plagues into the main game, the thing I'd like to see is for them to go even deeper into City-State diplomacy. Bring back some of the better aspects of the Civ5 system-like City-States being antagonistic towards each other (& asking you to bully/attack the other City-State); having City-States that can start off, or even later become, antagonistic (if not outright hostile) towards you or any of the other major Civs (these kinds of City-States might start with Envoy numbers in the negative too); bring back bullying, protection & unit gifting as means of gaining or losing Envoys; bring back some of the competitive City-State Quests (be first to accumulate a certain amount of Culture over X turns for example); have City-State Quests that you can fail at or refuse to do-thus losing you Envoys; let each City-States build more types of buildings & districts-maybe even Wonders-to take their focus away from excessive Unit production); bring back more advanced versions of Fabricate a Scandal (Vote Rigging & Coups) to help make Envoy numbers even more dynamic.

Also, whilst on the subject, I'd like to see them do more with Barbarians. Maybe have long-term camps become more settled, to the point of becoming actual cities. Have the ability to engage in very limited diplomacy with them. Maybe bribe them to leave you alone, or bribe them to attack a neighbour instead.
Love these ideas! I've always wanted them to do more with City-States. The introduction of loyalty flipping and independent cities in Rise & Fall still seems like a missed opportunity to me to develop City-States a bit more. Barbarian encampments becoming City-States if left unattended for too long would be hugely interesting.
 
A very minor improvement I would like to see is:

Have the UI clearly emphasize the tiles that your selected Rock Band has a promotion for.

I can't speak for anyone else, but for me it is a huge hassle scanning around for the specific district I need especially when I get stuck hunting for Entertainment complexes because I got a bad mix of promotions.
 
(Responding to opening post)

I think firaxis will make a last push till they unleash the modding community and wrap up development of civ 6. Like 2-4 medium patches simular to the september patch. Or a third expansion followed by fixing the last couple of issues.
I`ve got no clue what is up as there was a poll/investigation asking what the community wanted next. I think firaxis will decide what to do based on this outcome by the fans.
In any case the state of civ 6 with the september patch is such that i personally find the game very enjoyable and could continue happely playing civ 6 for another half year without any content or hint at new content. Everything that comes next is a bonus.
Civ 6 has reached the point for me that i could sink a thousand hours into it.
Even though it has a few issues (what doesn't) I feel as if Civ 6 is now the best of the franchise.
 
Another change I'd like to see in an expansion is a revisiting of the Age System. I'd like to see the thresholds for each Civ modified by things that happen within that Empire, outside of things that grant you Era points. So losing a City or getting hit by a disaster might increase the threshold you need to stay out of a Dark Age-or get into a Golden Age-whilst events like forcing an enemy Capitulation, Converting a Civilization to your Religion or the like will make it slightly easier.

Whilst on the subject, I'd like to see Dark Age specific Dedications & Golden Age Policy Cards.

Even though it has a few issues (what doesn't) I feel as if Civ 6 is now the best of the franchise.

Can't disagree with you there. Civ4 was the last one that reached these heights for me.
 
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I'd like them to fix the trade route efficiency nonsense already. And add a trade route interface to let me instantly pick the best available route among all my cities, none of that endless scrolling stuff that should be pretty simple to fix for them with access to the code. Add auto renew routes, so that I don't have to open the interface every other turn or so.

I'd also like them to add a new ancient era medic unit, that can only be bought my faith. Functions a bit like apostle chaplain, but cheaper and somewhat weaker heal (and of course cannot do religious combat or spreading). Just to add something early game that can exclusively be obtained with faith, for those people who aren't trying to spread their religion and go for that victory.

Adding to this, I remember that culture victory is still a mess. They need to get rid of the "tourist" number and only use the tourism number, there's absolutely no need for both. They could also make the tourism number be something more than a pure victory counter
 
The devs need to take a serious look at loyalty and war weariness for the AI. It's stupidly hard to take and hold a city on higher difficulties due to loyalty pressure. Even worse is killing well over a dozen AI units in as many turns and not seeing them suffer the effects of war weariness at all.
 
I think tourism should have other functions besides being a weapon for cultural victory.
 
Plagues, Colonies, and Revolutions the THIRD expansion for the all-time leader in historical franchises CIVILIZATION 6 features new mechanics to manage your growth across a truly global empire. Can you hold your far-flung empire together while facing historical challenges like disease, independence movements, and colonial revolts?

Features:
Completely Reworked Trade system improves the entire trade mechanic making it much easier (and more powerful and valuable!) but beware! Are trade goods the only things your ships are bringing back from those distant ports?
Colonists are a cheaper type of settler used for claiming far off, distant resources and grow much faster than normal cities, but at a price. Can you keep these colonies loyal?
Maintain stockpiles of your amenities (or trade for them in bulk from other civilizations) and make sure that the caravan arrives with them. Running out of amenities will lead to severe happiness penalties. Tsar Nicholas II of Russia didn't know what happened when his empire ran out of amenities... will you?
 
Oh, a long list I could give, but let me limit myself. In general, before introducing new unbalanced things AI cannot handle, just fix what does not work still, after so many updates.

INTERFACE
- trade screen needs rework. There is no sorting there for example. When you have trade hub for outgoing routes it has some limited use. When your main hub is for incoming routes, there is a pain
It also includes map mode with trade routes marked. It would make easier to place Reyna knowing whic cities trade route crosses
- global relations screen
- resources screan is messy, It is not clear what I can trade with who (hello devs? you remember civ4? so that is the right way)
- diplomatic screen. I still cannot see what resources AI has from trades with other AIs
What we get instead is many screens that don't give anything except looking nice. Espionage history, anybody uses it? empire screens

CIVS
Georgia + Khmer are below any tiers. +50% to defensive buildings granted to georgia now is nothing but a joke. Khmer's lost their any possible potential with adjecency to IZ from aqueducts. Scotland needs some rebuild too (weak leader ability, no existing UU, very weak UI, overrated civ ability giving little yields in total)

OTHERS
- Ammenities who cares? Penalty for unhappy cities is not punishing at all. Why to take care of ammenities? And getting them from trade is too easy. 5gold/turn late game for luxury? Oh please....
- Seperate charges for engineers to build roads and railroads.
- Why aqueducts take the whole tile? I can imagine dams make a lake and takes some space, specility districts have buildings, so take place, but aqueducts? I believe aqueducts should be placed over other improvements, not wasting a tile
- Aerodroms want their specialist too and something more. Now no need to build them
- Ai weakened by war should get some revanchism, not to fall behind in anything. Strong discounts to techs/civics in % of lost population or whatever. Not available to playes.
- Teach AI to build workers and use campus adjecency/enlightment cards
- neighbouring civs less likely to befriend. And ally too. Game is too easy when you can befriend all civs except one and be completely safe. What I would prefer, friendship should modify trade/deals, but not block war declaration. AI attitude should be a modifier for greviances. Friendly leader who DoWed suffer more, worst enemies suffer less greviances. Also number of allies should be limited to 2-4 depending on civs in game.
- 30 turns minimum for trade route is too long IMO.




AND many many more
 
Top of my list for fixes in a winter update is now for them to make it so that if you loyalty flip a former City-State, you have the option of liberating it instead of having to choose between annexing and letting it remain free.

Just ragequit a game because I'd made a whole load of assumptions based on the knowledge that the great Roman city of Hong Kong could be liberated when it flipped to me, only to discover that wasn't an option. Could have continued playing but I'd stuffed the war up by avoiding that city thinking I didn't need to take it. Lesson learned for next time!
 
Some more quality of life changes:

  • A "repeat forever" option on projects in the production queue. Late game can really drag on with all the unimportant and tedious things your cities are bothering you with every 5 turns. It was better in other Civ games when you could just put a city on "wealth" and forget about it forever.
  • A "build railroad network" command for Military engineers. Railroads aren't particularly strong, but I wouldn't mind building them if it wasn't also for all the extra micromanagement. If I could simply build a ME or 2 hit 1 button and know that all my roads would eventually turn to railroads, I would be far more inclined to do it.
  • Anything that can be done to make games load faster would be fantastic.
  • FIX PATHFINDING
 
The September patch has improved things a lot, but there are still a lot of little things that I think we would all agree would be improvements. What would you most like to see as a hotfix? It would have to be something that would be very quick and easy to implement. So while we would like an infantry unit between musketmen and WW II infantry, that would be a fair bit of work to do and not possible in a hotfix.

Here are my top two:

Get rid of pointless demands for gold from AI civs that have denounced you. They just waste your time since invariably you click "refuse".

Stop the AI demanding you move troops away from them. This is lopsided since you can't make the request back at them, and badly implemented as it may be impossible - for instance where you have to use a strategic waterway.

Both of these changes could probably be done by commenting out one line of code each, so very easy to do in a hotfix.
 
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